While Polarized is arguably the weakest of the five episodes, Dontnod's indie-film approach to adventure games is commendable. If you try only one new game franchise this year, make sure it's Life is Strange. The title redefines narrative in modern gaming.

Borrowing a gameplay mechanic from its last effort, developer Dontnod really created something special with its episodic adventure game, Life is Strange. Like Telltale Games’ 2012 Game of the Year adaptation of The Walking Dead, Life is Strange expands the adventure game genre.

Both are essentially classic point-and-click adventure games that explore mature themes. Released three years later, Life is Strange is without a doubt more technically robust. An authentically unique story for a video game, paired with more gameplay, makes the game an essential piece of storytelling that more than deserves all the accolades it’s likely to receive.

Dontnod and its publisher Square Enix deserve a lot of credit for keeping Life is Strange on schedule. The release of Episode 5: Polarized comes actually less than ten months after the release of the first episode, at the end of January 2015. The series’ competition also just wrapped a five-episode adventure game series, but despite its long episodic adventure game pedigree and significantly shorter episodes, it took over a month longer to get them all out. That being said, Episode 5 is the shortest of the Life is Strange episodes and, at least for me, it lacked the emotional punch of the previous installments.

It was really the ending of Episode 4: Dark Room that marked the climax of the Life is Strange series. Episode 5: Polarized is all about Max trying to fix that final moment of the previous episode, while trying to ensure a worthy future in its aftermath. That means there is a lot of time jumping.

Of course ever since the lighthouse visions, you always knew that things would get strange, and they do. The toll that time travelling takes on Max, along with some chemical assistance, puts a great deal of the final chapter in Max’s head.

Games like Life is Strange along with Telltale’s various series blur the lines between an interactive story book and a real video game. While the story is certainly engrossing, it’s important that you remember that Life is Strange does contain quite a bit of gameplay, and even doubles down on the stealth sequence introduced earlier. This might seem incongruent, particularly if you’re accustomed to Life is Strange’s more pedestrian competitors. Personally, and as an indie game developer, I’ll take it, and argue that more interaction leads to more player investment.

Like previous episodes, Episode 5: Polarized offers a number of choices, and a large number of the game’s puzzles are optional. It’s only your final choice that really changes how the story ends, and that’s unfortunate. Once you get going, it’s pretty easy to figure out what’s going to happen, it’s just a question of how you’re going to get there. So, as a stand-alone episode, Polarized is probably the weakest of the five parts. However, even if it doesn’t really have any punches left to throw, Episode 5 is still the long-awaited end of the tale.

Easily the best traditional adventure game I’ve ever played, Life is Strange isn’t without its flaws. The storytelling is occasionally uneven, and some of the gameplay is confusing. Despite those small complaints, there is nothing else like it. Having played point-and-click adventure games for decades, I find this rapid evolution of the genre remarkable. The last three years have marked a significant evolution in storytelling in video games, and Square Enix and Dontnod’s Life is Strange is surprisingly at its pinnacle. If I could recommend only one new game this year, Life is Strange would be it.

Life is Strange: Episode Five – Polarized is rated M (Mature) by the ESRB for Violence, Blood, Sexual Themes, Drug Reference, and Strong Language This game can also be found on: PlayStation 3, Xbox 360, Xbox One, and Windows PC

About Lance Roth

Lance Roth has over 10 years experience in the video game industry. He has worked in a number of capacities within the industry and currently provides development and strategy consulting. He participated in all of the major console launches since the Dreamcast. This videogame resume goes all of the way back to when they were written in DOS. You can contact Lance at RPGameX.com or [email protected]